mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 00:58:30 -05:00
333 lines
7.1 KiB
Text
333 lines
7.1 KiB
Text
struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_Control;
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vec2 uv_Splat0;
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vec2 uv_Splat1;
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vec2 uv_Splat2;
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vec2 uv_Splat3;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec4 hip_pack0;
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vec4 hip_pack1;
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vec2 hip_pack2;
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vec4 hip_screen;
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vec3 hip_lmapFade;
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};
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uniform sampler2D _Control;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _Splat0;
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uniform sampler2D _Splat1;
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uniform sampler2D _Splat2;
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uniform sampler2D _Splat3;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D unity_LightmapInd;
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varying vec4 xlv_FOG;
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float xll_saturate (
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in float x_1
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)
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{
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float tmpvar_2;
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tmpvar_2 = clamp (x_1, 0.0, 1.0);
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return tmpvar_2;
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}
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vec2 xll_saturate (
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in vec2 x_3
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)
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{
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vec2 tmpvar_4;
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tmpvar_4 = clamp (x_3, 0.0, 1.0);
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return tmpvar_4;
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}
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vec3 xll_saturate (
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in vec3 x_5
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)
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{
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vec3 tmpvar_6;
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tmpvar_6 = clamp (x_5, 0.0, 1.0);
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return tmpvar_6;
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}
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vec4 xll_saturate (
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in vec4 x_7
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)
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{
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vec4 tmpvar_8;
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tmpvar_8 = clamp (x_7, 0.0, 1.0);
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return tmpvar_8;
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}
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mat2 xll_saturate (
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in mat2 m_9
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)
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{
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vec2 tmpvar_10;
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tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
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vec2 tmpvar_11;
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tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
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mat2 tmpvar_12;
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vec2 tmpvar_13;
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tmpvar_13 = tmpvar_10;
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tmpvar_12[0] = tmpvar_13;
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vec2 tmpvar_14;
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tmpvar_14 = tmpvar_11;
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tmpvar_12[1] = tmpvar_14;
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return tmpvar_12;
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}
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mat3 xll_saturate (
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in mat3 m_15
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)
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{
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vec3 tmpvar_16;
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tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
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vec3 tmpvar_17;
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tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
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vec3 tmpvar_18;
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tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
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mat3 tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = tmpvar_16;
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tmpvar_19[0] = tmpvar_20;
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_17;
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tmpvar_19[1] = tmpvar_21;
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_18;
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tmpvar_19[2] = tmpvar_22;
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return tmpvar_19;
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}
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mat4 xll_saturate (
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in mat4 m_23
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)
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{
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vec4 tmpvar_24;
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tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
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vec4 tmpvar_25;
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tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
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vec4 tmpvar_26;
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tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
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vec4 tmpvar_27;
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tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
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mat4 tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = tmpvar_24;
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tmpvar_28[0] = tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = tmpvar_25;
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tmpvar_28[1] = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31 = tmpvar_26;
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tmpvar_28[2] = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = tmpvar_27;
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tmpvar_28[3] = tmpvar_32;
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return tmpvar_28;
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}
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void surf (
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in Input IN_33,
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inout SurfaceOutput o_34
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)
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{
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vec3 col_35;
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vec4 splat_control_36;
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vec4 tmpvar_37;
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tmpvar_37 = texture2D (_Control, IN_33.uv_Control);
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vec4 tmpvar_38;
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tmpvar_38 = tmpvar_37;
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splat_control_36 = tmpvar_38;
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vec4 tmpvar_39;
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tmpvar_39 = texture2D (_Splat0, IN_33.uv_Splat0);
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vec3 tmpvar_40;
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tmpvar_40 = (splat_control_36.x * tmpvar_39.xyz);
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col_35 = tmpvar_40;
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vec4 tmpvar_41;
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tmpvar_41 = texture2D (_Splat1, IN_33.uv_Splat1);
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vec3 tmpvar_42;
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tmpvar_42 = (col_35 + (splat_control_36.y * tmpvar_41.xyz));
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col_35 = tmpvar_42;
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vec4 tmpvar_43;
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tmpvar_43 = texture2D (_Splat2, IN_33.uv_Splat2);
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vec3 tmpvar_44;
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tmpvar_44 = (col_35 + (splat_control_36.z * tmpvar_43.xyz));
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col_35 = tmpvar_44;
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vec4 tmpvar_45;
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tmpvar_45 = texture2D (_Splat3, IN_33.uv_Splat3);
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vec3 tmpvar_46;
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tmpvar_46 = (col_35 + (splat_control_36.w * tmpvar_45.xyz));
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col_35 = tmpvar_46;
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vec3 tmpvar_47;
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tmpvar_47 = col_35;
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o_34.Albedo = tmpvar_47;
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float tmpvar_48;
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tmpvar_48 = 0.0;
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o_34.Alpha = tmpvar_48;
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}
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vec4 LightingLambert_PrePass (
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in SurfaceOutput s_49,
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in vec4 light_50
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)
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{
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vec4 c_51;
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vec3 tmpvar_52;
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tmpvar_52 = (s_49.Albedo * light_50.xyz);
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c_51.xyz = tmpvar_52.xyz.xyz;
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float tmpvar_53;
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tmpvar_53 = s_49.Alpha;
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c_51.w = vec4(tmpvar_53).w;
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return c_51;
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}
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vec3 DecodeLightmap (
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in vec4 color_54
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)
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{
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return (2.0 * color_54.xyz);
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}
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vec4 frag_surf (
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in v2f_surf IN_55
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)
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{
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vec4 col_56;
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vec3 lm_57;
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vec3 lmIndirect_58;
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vec3 lmFull_59;
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vec4 light_60;
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SurfaceOutput o_61;
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Input surfIN_62;
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vec2 tmpvar_63;
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tmpvar_63 = IN_55.hip_pack0.xy;
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surfIN_62.uv_Control = tmpvar_63;
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vec2 tmpvar_64;
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tmpvar_64 = IN_55.hip_pack0.zw;
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surfIN_62.uv_Splat0 = tmpvar_64;
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vec2 tmpvar_65;
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tmpvar_65 = IN_55.hip_pack1.xy;
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surfIN_62.uv_Splat1 = tmpvar_65;
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vec2 tmpvar_66;
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tmpvar_66 = IN_55.hip_pack1.zw;
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surfIN_62.uv_Splat2 = tmpvar_66;
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vec2 tmpvar_67;
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tmpvar_67 = IN_55.hip_pack2.xy;
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surfIN_62.uv_Splat3 = tmpvar_67;
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vec3 tmpvar_68;
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tmpvar_68 = vec3(0.0, 0.0, 0.0);
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o_61.Albedo = tmpvar_68;
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vec3 tmpvar_69;
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tmpvar_69 = vec3(0.0, 0.0, 0.0);
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o_61.Emission = tmpvar_69;
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float tmpvar_70;
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tmpvar_70 = 0.0;
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o_61.Specular = tmpvar_70;
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float tmpvar_71;
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tmpvar_71 = 0.0;
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o_61.Alpha = tmpvar_71;
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float tmpvar_72;
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tmpvar_72 = 0.0;
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o_61.Gloss = tmpvar_72;
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surf (surfIN_62, o_61);
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vec4 tmpvar_73;
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tmpvar_73 = texture2DProj (_LightBuffer, IN_55.hip_screen);
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vec4 tmpvar_74;
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tmpvar_74 = tmpvar_73;
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light_60 = tmpvar_74;
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vec4 tmpvar_75;
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tmpvar_75 = log2 (light_60);
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vec4 tmpvar_76;
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tmpvar_76 = -(tmpvar_75);
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light_60 = tmpvar_76;
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vec4 tmpvar_77;
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tmpvar_77 = texture2D (unity_Lightmap, IN_55.hip_lmapFade.xy);
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vec3 tmpvar_78;
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tmpvar_78 = DecodeLightmap (tmpvar_77);
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vec3 tmpvar_79;
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tmpvar_79 = tmpvar_78;
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lmFull_59 = tmpvar_79;
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vec4 tmpvar_80;
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tmpvar_80 = texture2D (unity_LightmapInd, IN_55.hip_lmapFade.xy);
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vec3 tmpvar_81;
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tmpvar_81 = DecodeLightmap (tmpvar_80);
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vec3 tmpvar_82;
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tmpvar_82 = tmpvar_81;
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lmIndirect_58 = tmpvar_82;
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float tmpvar_83;
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tmpvar_83 = xll_saturate (IN_55.hip_lmapFade.z);
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vec3 tmpvar_84;
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tmpvar_84 = vec3(tmpvar_83);
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vec3 tmpvar_85;
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tmpvar_85 = mix (lmIndirect_58, lmFull_59, tmpvar_84);
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vec3 tmpvar_86;
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tmpvar_86 = tmpvar_85;
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lm_57 = tmpvar_86;
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vec3 tmpvar_87;
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tmpvar_87 = (light_60.xyz + lm_57);
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light_60.xyz = tmpvar_87.xyz.xyz;
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vec4 tmpvar_88;
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tmpvar_88 = LightingLambert_PrePass (o_61, light_60);
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vec4 tmpvar_89;
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tmpvar_89 = tmpvar_88;
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col_56 = tmpvar_89;
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return col_56;
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}
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void main ()
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{
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v2f_surf xlt_IN_90;
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vec4 xl_retval_91;
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vec4 tmpvar_92;
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tmpvar_92 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_90.pos = tmpvar_92;
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float tmpvar_93;
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tmpvar_93 = xlv_FOG.x;
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xlt_IN_90.fog = tmpvar_93;
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vec4 tmpvar_94;
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tmpvar_94 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_95;
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tmpvar_95 = tmpvar_94;
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xlt_IN_90.hip_pack0 = tmpvar_95;
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vec4 tmpvar_96;
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tmpvar_96 = gl_TexCoord[1].xyzw;
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vec4 tmpvar_97;
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tmpvar_97 = tmpvar_96;
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xlt_IN_90.hip_pack1 = tmpvar_97;
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vec2 tmpvar_98;
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tmpvar_98 = gl_TexCoord[2].xy;
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vec2 tmpvar_99;
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tmpvar_99 = tmpvar_98;
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xlt_IN_90.hip_pack2 = tmpvar_99;
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vec4 tmpvar_100;
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tmpvar_100 = gl_TexCoord[3].xyzw;
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vec4 tmpvar_101;
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tmpvar_101 = tmpvar_100;
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xlt_IN_90.hip_screen = tmpvar_101;
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vec3 tmpvar_102;
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tmpvar_102 = gl_TexCoord[4].xyz;
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vec3 tmpvar_103;
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tmpvar_103 = tmpvar_102;
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xlt_IN_90.hip_lmapFade = tmpvar_103;
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vec4 tmpvar_104;
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tmpvar_104 = frag_surf (xlt_IN_90);
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vec4 tmpvar_105;
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tmpvar_105 = tmpvar_104;
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xl_retval_91 = tmpvar_105;
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vec4 tmpvar_106;
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tmpvar_106 = xl_retval_91.xyzw;
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vec4 tmpvar_107;
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tmpvar_107 = tmpvar_106;
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gl_FragData[0] = tmpvar_107;
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}
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